# Released under the MIT License. See LICENSE for details.
#
"""Implements lobby system for gathering before games, char select, etc."""
# pylint: disable=too-many-lines
from __future__ import annotations
import logging
import weakref
from dataclasses import dataclass
from typing import TYPE_CHECKING
import babase
import _bascenev1
from bascenev1._profile import get_player_profile_colors
from bascenev1._gameutils import animate, animate_array
if TYPE_CHECKING:
from typing import Any, Sequence
import bascenev1
MAX_QUICK_CHANGE_COUNT = 30
QUICK_CHANGE_INTERVAL = 0.05
QUICK_CHANGE_RESET_INTERVAL = 1.0
# Hmm should we move this to actors?..
class JoinInfo:
"""Display useful info for joiners."""
def __init__(self, lobby: bascenev1.Lobby):
from bascenev1._nodeactor import NodeActor
self._state = 0
self._press_to_punch: str | bascenev1.Lstr = babase.charstr(
babase.SpecialChar.LEFT_BUTTON
)
self._press_to_bomb: str | bascenev1.Lstr = babase.charstr(
babase.SpecialChar.RIGHT_BUTTON
)
self._joinmsg = babase.Lstr(resource='pressAnyButtonToJoinText')
can_switch_teams = len(lobby.sessionteams) > 1
# If we have a keyboard, grab keys for punch and pickup.
# FIXME: This of course is only correct on the local device;
# Should change this for net games.
keyboard = _bascenev1.getinputdevice('Keyboard', '#1', doraise=False)
if keyboard is not None:
self._update_for_keyboard(keyboard)
flatness = 1.0 if babase.app.env.vr else 0.0
self._text = NodeActor(
_bascenev1.newnode(
'text',
attrs={
'position': (0, -40),
'h_attach': 'center',
'v_attach': 'top',
'h_align': 'center',
'color': (0.7, 0.7, 0.95, 1.0),
'flatness': flatness,
'text': self._joinmsg,
},
)
)
if babase.app.env.demo or babase.app.env.arcade:
self._messages = [self._joinmsg]
else:
msg1 = babase.Lstr(
resource='pressToSelectProfileText',
subs=[
(
'${BUTTONS}',
babase.charstr(babase.SpecialChar.UP_ARROW)
+ ' '
+ babase.charstr(babase.SpecialChar.DOWN_ARROW),
)
],
)
msg2 = babase.Lstr(
resource='pressToOverrideCharacterText',
subs=[('${BUTTONS}', babase.Lstr(resource='bombBoldText'))],
)
msg3 = babase.Lstr(
value='${A} < ${B} >',
subs=[('${A}', msg2), ('${B}', self._press_to_bomb)],
)
self._messages = (
(
[
babase.Lstr(
resource='pressToSelectTeamText',
subs=[
(
'${BUTTONS}',
babase.charstr(
babase.SpecialChar.LEFT_ARROW
)
+ ' '
+ babase.charstr(
babase.SpecialChar.RIGHT_ARROW
),
)
],
)
]
if can_switch_teams
else []
)
+ [msg1]
+ [msg3]
+ [self._joinmsg]
)
self._timer = _bascenev1.Timer(
4.0, babase.WeakCall(self._update), repeat=True
)
def _update_for_keyboard(self, keyboard: bascenev1.InputDevice) -> None:
classic = babase.app.classic
assert classic is not None
punch_key = keyboard.get_button_name(
classic.get_input_device_mapped_value(keyboard, 'buttonPunch')
)
self._press_to_punch = babase.Lstr(
resource='orText',
subs=[
(
'${A}',
babase.Lstr(value='\'${K}\'', subs=[('${K}', punch_key)]),
),
('${B}', self._press_to_punch),
],
)
bomb_key = keyboard.get_button_name(
classic.get_input_device_mapped_value(keyboard, 'buttonBomb')
)
self._press_to_bomb = babase.Lstr(
resource='orText',
subs=[
(
'${A}',
babase.Lstr(value='\'${K}\'', subs=[('${K}', bomb_key)]),
),
('${B}', self._press_to_bomb),
],
)
self._joinmsg = babase.Lstr(
value='${A} < ${B} >',
subs=[
('${A}', babase.Lstr(resource='pressPunchToJoinText')),
('${B}', self._press_to_punch),
],
)
def _update(self) -> None:
assert self._text.node
self._text.node.text = self._messages[self._state]
self._state = (self._state + 1) % len(self._messages)
@dataclass
class PlayerReadyMessage:
"""Tells an object a player has been selected from the given chooser."""
chooser: bascenev1.Chooser
@dataclass
class ChangeMessage:
"""Tells an object that a selection is being changed."""
what: str
value: int
class Chooser:
"""A character/team selector for a bascenev1.Player.
Category: Gameplay Classes
"""
def __del__(self) -> None:
# Just kill off our base node; the rest should go down with it.
if self._text_node:
self._text_node.delete()
def __init__(
self,
vpos: float,
sessionplayer: bascenev1.SessionPlayer,
lobby: 'Lobby',
) -> None:
self._deek_sound = _bascenev1.getsound('deek')
self._click_sound = _bascenev1.getsound('click01')
self._punchsound = _bascenev1.getsound('punch01')
self._swish_sound = _bascenev1.getsound('punchSwish')
self._errorsound = _bascenev1.getsound('error')
self._mask_texture = _bascenev1.gettexture('characterIconMask')
self._vpos = vpos
self._lobby = weakref.ref(lobby)
self._sessionplayer = sessionplayer
self._inited = False
self._dead = False
self._text_node: bascenev1.Node | None = None
self._profilename = ''
self._profilenames: list[str] = []
self._ready: bool = False
self._character_names: list[str] = []
self._last_change: Sequence[float | int] = (0, 0)
self._profiles: dict[str, dict[str, Any]] = {}
app = babase.app
assert app.classic is not None
# Load available player profiles either from the local config or
# from the remote device.
self.reload_profiles()
# Note: this is just our local index out of available teams; *not*
# the team-id!
self._selected_team_index: int = self.lobby.next_add_team
# Store a persistent random character index and colors; we'll use this
# for the '_random' profile. Let's use their input_device id to seed
# it. This will give a persistent character for them between games
# and will distribute characters nicely if everyone is random.
self._random_color, self._random_highlight = get_player_profile_colors(
None
)
# To calc our random character we pick a random one out of our
# unlocked list and then locate that character's index in the full
# list.
char_index_offset: int = app.classic.lobby_random_char_index_offset
self._random_character_index = (
sessionplayer.inputdevice.id + char_index_offset
) % len(self._character_names)
# Attempt to set an initial profile based on what was used previously
# for this input-device, etc.
self._profileindex = self._select_initial_profile()
self._profilename = self._profilenames[self._profileindex]
self._text_node = _bascenev1.newnode(
'text',
delegate=self,
attrs={
'position': (-100, self._vpos),
'maxwidth': 160,
'shadow': 0.5,
'vr_depth': -20,
'h_align': 'left',
'v_align': 'center',
'v_attach': 'top',
},
)
animate(self._text_node, 'scale', {0: 0, 0.1: 1.0})
self.icon = _bascenev1.newnode(
'image',
owner=self._text_node,
attrs={
'position': (-130, self._vpos + 20),
'mask_texture': self._mask_texture,
'vr_depth': -10,
'attach': 'topCenter',
},
)
animate_array(self.icon, 'scale', 2, {0: (0, 0), 0.1: (45, 45)})
# Set our initial name to '<choosing player>' in case anyone asks.
self._sessionplayer.setname(
babase.Lstr(resource='choosingPlayerText').evaluate(), real=False
)
# Init these to our rando but they should get switched to the
# selected profile (if any) right after.
self._character_index = self._random_character_index
self._color = self._random_color
self._highlight = self._random_highlight
self.update_from_profile()
self.update_position()
self._inited = True
self._set_ready(False)
def _select_initial_profile(self) -> int:
app = babase.app
assert app.classic is not None
profilenames = self._profilenames
inputdevice = self._sessionplayer.inputdevice
# If we've got a set profile name for this device, work backwards
# from that to get our index.
dprofilename = app.config.get('Default Player Profiles', {}).get(
inputdevice.name + ' ' + inputdevice.unique_identifier
)
if dprofilename is not None and dprofilename in profilenames:
# If we got '__account__' and its local and we haven't marked
# anyone as the 'account profile' device yet, mark this guy as
# it. (prevents the next joiner from getting the account
# profile too).
if (
dprofilename == '__account__'
and not inputdevice.is_remote_client
and app.classic.lobby_account_profile_device_id is None
):
app.classic.lobby_account_profile_device_id = inputdevice.id
return profilenames.index(dprofilename)
# We want to mark the first local input-device in the game
# as the 'account profile' device.
if (
not inputdevice.is_remote_client
and not inputdevice.is_controller_app
):
if (
app.classic.lobby_account_profile_device_id is None
and '__account__' in profilenames
):
app.classic.lobby_account_profile_device_id = inputdevice.id
# If this is the designated account-profile-device, try to default
# to the account profile.
if (
inputdevice.id == app.classic.lobby_account_profile_device_id
and '__account__' in profilenames
):
return profilenames.index('__account__')
# If this is the controller app, it defaults to using a random
# profile (since we can pull the random name from the app).
if inputdevice.is_controller_app and '_random' in profilenames:
return profilenames.index('_random')
# If its a client connection, for now just force
# the account profile if possible.. (need to provide a
# way for clients to specify/remember their default
# profile on remote servers that do not already know them).
if inputdevice.is_remote_client and '__account__' in profilenames:
return profilenames.index('__account__')
# Cycle through our non-random profiles once; after
# that, everyone gets random.
while app.classic.lobby_random_profile_index < len(
profilenames
) and profilenames[app.classic.lobby_random_profile_index] in (
'_random',
'__account__',
'_edit',
):
app.classic.lobby_random_profile_index += 1
if app.classic.lobby_random_profile_index < len(profilenames):
profileindex: int = app.classic.lobby_random_profile_index
app.classic.lobby_random_profile_index += 1
return profileindex
assert '_random' in profilenames
return profilenames.index('_random')
@property
def sessionplayer(self) -> bascenev1.SessionPlayer:
"""The bascenev1.SessionPlayer associated with this chooser."""
return self._sessionplayer
@property
def ready(self) -> bool:
"""Whether this chooser is checked in as ready."""
return self._ready
[docs]
def set_vpos(self, vpos: float) -> None:
"""(internal)"""
self._vpos = vpos
[docs]
def set_dead(self, val: bool) -> None:
"""(internal)"""
self._dead = val
@property
def sessionteam(self) -> bascenev1.SessionTeam:
"""Return this chooser's currently selected bascenev1.SessionTeam."""
return self.lobby.sessionteams[self._selected_team_index]
@property
def lobby(self) -> bascenev1.Lobby:
"""The chooser's baclassic.Lobby."""
lobby = self._lobby()
if lobby is None:
raise babase.NotFoundError('Lobby does not exist.')
return lobby
[docs]
def get_lobby(self) -> bascenev1.Lobby | None:
"""Return this chooser's lobby if it still exists; otherwise None."""
return self._lobby()
[docs]
def update_from_profile(self) -> None:
"""Set character/colors based on the current profile."""
assert babase.app.classic is not None
self._profilename = self._profilenames[self._profileindex]
if self._profilename == '_edit':
pass
elif self._profilename == '_random':
self._character_index = self._random_character_index
self._color = self._random_color
self._highlight = self._random_highlight
else:
character = self._profiles[self._profilename]['character']
# At the moment we're not properly pulling the list
# of available characters from clients, so profiles might use a
# character not in their list. For now, just go ahead and add
# a character name to their list as long as we're aware of it.
# This just means they won't always be able to override their
# character to others they own, but profile characters
# should work (and we validate profiles on the master server
# so no exploit opportunities)
if (
character not in self._character_names
and character in babase.app.classic.spaz_appearances
):
self._character_names.append(character)
self._character_index = self._character_names.index(character)
self._color, self._highlight = get_player_profile_colors(
self._profilename, profiles=self._profiles
)
self._update_icon()
self._update_text()
[docs]
def reload_profiles(self) -> None:
"""Reload all player profiles."""
app = babase.app
env = app.env
assert app.classic is not None
# Re-construct our profile index and other stuff since the profile
# list might have changed.
input_device = self._sessionplayer.inputdevice
is_remote = input_device.is_remote_client
is_test_input = input_device.is_test_input
# Pull this player's list of unlocked characters.
if is_remote:
# TODO: Pull this from the remote player.
# (but make sure to filter it to the ones we've got).
self._character_names = ['Spaz']
else:
self._character_names = self.lobby.character_names_local_unlocked
# If we're a local player, pull our local profiles from the config.
# Otherwise ask the remote-input-device for its profile list.
if is_remote:
self._profiles = input_device.get_player_profiles()
else:
self._profiles = app.config.get('Player Profiles', {})
# These may have come over the wire from an older
# (non-unicode/non-json) version.
# Make sure they conform to our standards
# (unicode strings, no tuples, etc)
self._profiles = app.classic.json_prep(self._profiles)
# Filter out any characters we're unaware of.
for profile in list(self._profiles.items()):
if (
profile[1].get('character', '')
not in app.classic.spaz_appearances
):
profile[1]['character'] = 'Spaz'
# Add in a random one so we're ok even if there's no user profiles.
self._profiles['_random'] = {}
# In kiosk mode we disable account profiles to force random.
if env.demo or env.arcade:
if '__account__' in self._profiles:
del self._profiles['__account__']
# For local devices, add it an 'edit' option which will pop up
# the profile window.
if not is_remote and not is_test_input and not (env.demo or env.arcade):
self._profiles['_edit'] = {}
# Build a sorted name list we can iterate through.
self._profilenames = list(self._profiles.keys())
self._profilenames.sort(key=lambda x: x.lower())
if self._profilename in self._profilenames:
self._profileindex = self._profilenames.index(self._profilename)
else:
self._profileindex = 0
# noinspection PyUnresolvedReferences
self._profilename = self._profilenames[self._profileindex]
[docs]
def update_position(self) -> None:
"""Update this chooser's position."""
assert self._text_node
spacing = 350
sessionteams = self.lobby.sessionteams
offs = (
spacing * -0.5 * len(sessionteams)
+ spacing * self._selected_team_index
+ 250
)
if len(sessionteams) > 1:
offs -= 35
animate_array(
self._text_node,
'position',
2,
{0: self._text_node.position, 0.1: (-100 + offs, self._vpos + 23)},
)
animate_array(
self.icon,
'position',
2,
{0: self.icon.position, 0.1: (-130 + offs, self._vpos + 22)},
)
[docs]
def get_character_name(self) -> str:
"""Return the selected character name."""
return self._character_names[self._character_index]
def _do_nothing(self) -> None:
"""Does nothing! (hacky way to disable callbacks)"""
def _getname(self, full: bool = False) -> str:
name_raw = name = self._profilenames[self._profileindex]
clamp = False
if name == '_random':
try:
name = self._sessionplayer.inputdevice.get_default_player_name()
except Exception:
logging.exception('Error getting _random chooser name.')
name = 'Invalid'
clamp = not full
elif name == '__account__':
try:
name = self._sessionplayer.inputdevice.get_v1_account_name(full)
except Exception:
logging.exception('Error getting account name for chooser.')
name = 'Invalid'
clamp = not full
elif name == '_edit':
# Explicitly flattening this to a str; it's only relevant on
# the host so that's ok.
name = babase.Lstr(
resource='createEditPlayerText',
fallback_resource='editProfileWindow.titleNewText',
).evaluate()
else:
# If we have a regular profile marked as global with an icon,
# use it (for full only).
if full:
try:
if self._profiles[name_raw].get('global', False):
icon = (
self._profiles[name_raw]['icon']
if 'icon' in self._profiles[name_raw]
else babase.charstr(babase.SpecialChar.LOGO)
)
name = icon + name
except Exception:
logging.exception('Error applying global icon.')
else:
# We now clamp non-full versions of names so there's at
# least some hope of reading them in-game.
clamp = True
if clamp:
if len(name) > 10:
name = name[:10] + '...'
return name
def _set_ready(self, ready: bool) -> None:
# pylint: disable=cyclic-import
classic = babase.app.classic
assert classic is not None
profilename = self._profilenames[self._profileindex]
# Handle '_edit' as a special case.
if profilename == '_edit' and ready:
with babase.ContextRef.empty():
classic.profile_browser_window()
# Give their input-device UI ownership too (prevent
# someone else from snatching it in crowded games).
babase.set_ui_input_device(self._sessionplayer.inputdevice.id)
return
if not ready:
self._sessionplayer.assigninput(
babase.InputType.LEFT_PRESS,
babase.Call(self.handlemessage, ChangeMessage('team', -1)),
)
self._sessionplayer.assigninput(
babase.InputType.RIGHT_PRESS,
babase.Call(self.handlemessage, ChangeMessage('team', 1)),
)
self._sessionplayer.assigninput(
babase.InputType.BOMB_PRESS,
babase.Call(self.handlemessage, ChangeMessage('character', 1)),
)
self._sessionplayer.assigninput(
babase.InputType.UP_PRESS,
babase.Call(
self.handlemessage, ChangeMessage('profileindex', -1)
),
)
self._sessionplayer.assigninput(
babase.InputType.DOWN_PRESS,
babase.Call(
self.handlemessage, ChangeMessage('profileindex', 1)
),
)
self._sessionplayer.assigninput(
(
babase.InputType.JUMP_PRESS,
babase.InputType.PICK_UP_PRESS,
babase.InputType.PUNCH_PRESS,
),
babase.Call(self.handlemessage, ChangeMessage('ready', 1)),
)
self._ready = False
self._update_text()
self._sessionplayer.setname('untitled', real=False)
else:
self._sessionplayer.assigninput(
(
babase.InputType.LEFT_PRESS,
babase.InputType.RIGHT_PRESS,
babase.InputType.UP_PRESS,
babase.InputType.DOWN_PRESS,
babase.InputType.JUMP_PRESS,
babase.InputType.BOMB_PRESS,
babase.InputType.PICK_UP_PRESS,
),
self._do_nothing,
)
self._sessionplayer.assigninput(
(
babase.InputType.JUMP_PRESS,
babase.InputType.BOMB_PRESS,
babase.InputType.PICK_UP_PRESS,
babase.InputType.PUNCH_PRESS,
),
babase.Call(self.handlemessage, ChangeMessage('ready', 0)),
)
# Store the last profile picked by this input for reuse.
input_device = self._sessionplayer.inputdevice
name = input_device.name
unique_id = input_device.unique_identifier
device_profiles = babase.app.config.setdefault(
'Default Player Profiles', {}
)
# Make an exception if we have no custom profiles and are set
# to random; in that case we'll want to start picking up custom
# profiles if/when one is made so keep our setting cleared.
special = ('_random', '_edit', '__account__')
have_custom_profiles = any(p not in special for p in self._profiles)
profilekey = name + ' ' + unique_id
if profilename == '_random' and not have_custom_profiles:
if profilekey in device_profiles:
del device_profiles[profilekey]
else:
device_profiles[profilekey] = profilename
babase.app.config.commit()
# Set this player's short and full name.
self._sessionplayer.setname(
self._getname(), self._getname(full=True), real=True
)
self._ready = True
self._update_text()
# Inform the session that this player is ready.
_bascenev1.getsession().handlemessage(PlayerReadyMessage(self))
def _handle_ready_msg(self, ready: bool) -> None:
force_team_switch = False
# Team auto-balance kicks us to another team if we try to
# join the team with the most players.
if not self._ready:
if babase.app.config.get('Auto Balance Teams', False):
lobby = self.lobby
sessionteams = lobby.sessionteams
if len(sessionteams) > 1:
# First, calc how many players are on each team
# ..we need to count both active players and
# choosers that have been marked as ready.
team_player_counts = {}
for sessionteam in sessionteams:
team_player_counts[sessionteam.id] = len(
sessionteam.players
)
for chooser in lobby.choosers:
if chooser.ready:
team_player_counts[chooser.sessionteam.id] += 1
largest_team_size = max(team_player_counts.values())
smallest_team_size = min(team_player_counts.values())
# Force switch if we're on the biggest sessionteam
# and there's a smaller one available.
if (
largest_team_size != smallest_team_size
and team_player_counts[self.sessionteam.id]
>= largest_team_size
):
force_team_switch = True
# Either force switch teams, or actually for realsies do the set-ready.
if force_team_switch:
self._errorsound.play()
self.handlemessage(ChangeMessage('team', 1))
else:
self._punchsound.play()
self._set_ready(ready)
# TODO: should handle this at the engine layer so this is unnecessary.
def _handle_repeat_message_attack(self) -> None:
now = babase.apptime()
count = self._last_change[1]
if now - self._last_change[0] < QUICK_CHANGE_INTERVAL:
count += 1
if count > MAX_QUICK_CHANGE_COUNT:
_bascenev1.disconnect_client(
self._sessionplayer.inputdevice.client_id
)
elif now - self._last_change[0] > QUICK_CHANGE_RESET_INTERVAL:
count = 0
self._last_change = (now, count)
[docs]
def handlemessage(self, msg: Any) -> Any:
"""Standard generic message handler."""
if isinstance(msg, ChangeMessage):
self._handle_repeat_message_attack()
# If we've been removed from the lobby, ignore this stuff.
if self._dead:
logging.error('chooser got ChangeMessage after dying')
return
if not self._text_node:
logging.error('got ChangeMessage after nodes died')
return
if msg.what == 'team':
sessionteams = self.lobby.sessionteams
if len(sessionteams) > 1:
self._swish_sound.play()
self._selected_team_index = (
self._selected_team_index + msg.value
) % len(sessionteams)
self._update_text()
self.update_position()
self._update_icon()
elif msg.what == 'profileindex':
if len(self._profilenames) == 1:
# This should be pretty hard to hit now with
# automatic local accounts.
_bascenev1.getsound('error').play()
else:
# Pick the next player profile and assign our name
# and character based on that.
self._deek_sound.play()
self._profileindex = (self._profileindex + msg.value) % len(
self._profilenames
)
self.update_from_profile()
elif msg.what == 'character':
self._click_sound.play()
# update our index in our local list of characters
self._character_index = (
self._character_index + msg.value
) % len(self._character_names)
self._update_text()
self._update_icon()
elif msg.what == 'ready':
self._handle_ready_msg(bool(msg.value))
def _update_text(self) -> None:
assert self._text_node is not None
if self._ready:
# Once we're ready, we've saved the name, so lets ask the system
# for it so we get appended numbers and stuff.
text = babase.Lstr(value=self._sessionplayer.getname(full=True))
text = babase.Lstr(
value='${A} (${B})',
subs=[
('${A}', text),
('${B}', babase.Lstr(resource='readyText')),
],
)
else:
text = babase.Lstr(value=self._getname(full=True))
can_switch_teams = len(self.lobby.sessionteams) > 1
# Flash as we're coming in.
fin_color = babase.safecolor(self.get_color()) + (1,)
if not self._inited:
animate_array(
self._text_node,
'color',
4,
{0.15: fin_color, 0.25: (2, 2, 2, 1), 0.35: fin_color},
)
else:
# Blend if we're in teams mode; switch instantly otherwise.
if can_switch_teams:
animate_array(
self._text_node,
'color',
4,
{0: self._text_node.color, 0.1: fin_color},
)
else:
self._text_node.color = fin_color
self._text_node.text = text
[docs]
def get_color(self) -> Sequence[float]:
"""Return the currently selected color."""
val: Sequence[float]
if self.lobby.use_team_colors:
val = self.lobby.sessionteams[self._selected_team_index].color
else:
val = self._color
if len(val) != 3:
print('get_color: ignoring invalid color of len', len(val))
val = (0, 1, 0)
return val
[docs]
def get_highlight(self) -> Sequence[float]:
"""Return the currently selected highlight."""
if self._profilenames[self._profileindex] == '_edit':
return 0, 1, 0
# If we're using team colors we wanna make sure our highlight color
# isn't too close to any other team's color.
highlight = list(self._highlight)
if self.lobby.use_team_colors:
for i, sessionteam in enumerate(self.lobby.sessionteams):
if i != self._selected_team_index:
# Find the dominant component of this sessionteam's color
# and adjust ours so that the component is
# not super-dominant.
max_val = 0.0
max_index = 0
for j in range(3):
if sessionteam.color[j] > max_val:
max_val = sessionteam.color[j]
max_index = j
that_color_for_us = highlight[max_index]
our_second_biggest = max(
highlight[(max_index + 1) % 3],
highlight[(max_index + 2) % 3],
)
diff = that_color_for_us - our_second_biggest
if diff > 0:
highlight[max_index] -= diff * 0.6
highlight[(max_index + 1) % 3] += diff * 0.3
highlight[(max_index + 2) % 3] += diff * 0.2
return highlight
[docs]
def getplayer(self) -> bascenev1.SessionPlayer:
"""Return the player associated with this chooser."""
return self._sessionplayer
def _update_icon(self) -> None:
assert babase.app.classic is not None
if self._profilenames[self._profileindex] == '_edit':
tex = _bascenev1.gettexture('black')
tint_tex = _bascenev1.gettexture('black')
self.icon.color = (1, 1, 1)
self.icon.texture = tex
self.icon.tint_texture = tint_tex
self.icon.tint_color = (0, 1, 0)
return
try:
tex_name = babase.app.classic.spaz_appearances[
self._character_names[self._character_index]
].icon_texture
tint_tex_name = babase.app.classic.spaz_appearances[
self._character_names[self._character_index]
].icon_mask_texture
except Exception:
logging.exception('Error updating char icon list')
tex_name = 'neoSpazIcon'
tint_tex_name = 'neoSpazIconColorMask'
tex = _bascenev1.gettexture(tex_name)
tint_tex = _bascenev1.gettexture(tint_tex_name)
self.icon.color = (1, 1, 1)
self.icon.texture = tex
self.icon.tint_texture = tint_tex
clr = self.get_color()
clr2 = self.get_highlight()
can_switch_teams = len(self.lobby.sessionteams) > 1
# If we're initing, flash.
if not self._inited:
animate_array(
self.icon,
'color',
3,
{0.15: (1, 1, 1), 0.25: (2, 2, 2), 0.35: (1, 1, 1)},
)
# Blend in teams mode; switch instantly in ffa-mode.
if can_switch_teams:
animate_array(
self.icon, 'tint_color', 3, {0: self.icon.tint_color, 0.1: clr}
)
else:
self.icon.tint_color = clr
self.icon.tint2_color = clr2
# Store the icon info the the player.
self._sessionplayer.set_icon_info(tex_name, tint_tex_name, clr, clr2)
class Lobby:
"""Container for baclassic.Choosers.
Category: Gameplay Classes
"""
def __del__(self) -> None:
# Reset any players that still have a chooser in us.
# (should allow the choosers to die).
sessionplayers = [
c.sessionplayer for c in self.choosers if c.sessionplayer
]
for sessionplayer in sessionplayers:
sessionplayer.resetinput()
def __init__(self) -> None:
from bascenev1._team import SessionTeam
from bascenev1._coopsession import CoopSession
session = _bascenev1.getsession()
self._use_team_colors = session.use_team_colors
if session.use_teams:
self._sessionteams = [
weakref.ref(team) for team in session.sessionteams
]
else:
self._dummy_teams = SessionTeam()
self._sessionteams = [weakref.ref(self._dummy_teams)]
v_offset = -150 if isinstance(session, CoopSession) else -50
self.choosers: list[Chooser] = []
self.base_v_offset = v_offset
self.update_positions()
self._next_add_team = 0
self.character_names_local_unlocked: list[str] = []
self._vpos = 0
# Grab available profiles.
self.reload_profiles()
self._join_info_text = None
@property
def next_add_team(self) -> int:
"""(internal)"""
return self._next_add_team
@property
def use_team_colors(self) -> bool:
"""A bool for whether this lobby is using team colors.
If False, inidividual player colors are used instead.
"""
return self._use_team_colors
@property
def sessionteams(self) -> list[bascenev1.SessionTeam]:
"""bascenev1.SessionTeams available in this lobby."""
allteams = []
for tref in self._sessionteams:
team = tref()
assert team is not None
allteams.append(team)
return allteams
[docs]
def get_choosers(self) -> list[Chooser]:
"""Return the lobby's current choosers."""
return self.choosers
[docs]
def create_join_info(self) -> JoinInfo:
"""Create a display of on-screen information for joiners.
(how to switch teams, players, etc.)
Intended for use in initial joining-screens.
"""
return JoinInfo(self)
[docs]
def reload_profiles(self) -> None:
"""Reload available player profiles."""
# pylint: disable=cyclic-import
from bascenev1lib.actor.spazappearance import get_appearances
assert babase.app.classic is not None
# We may have gained or lost character names if the user
# bought something; reload these too.
self.character_names_local_unlocked = get_appearances()
self.character_names_local_unlocked.sort(key=lambda x: x.lower())
# Do any overall prep we need to such as creating account profile.
babase.app.classic.accounts.ensure_have_account_player_profile()
for chooser in self.choosers:
try:
chooser.reload_profiles()
chooser.update_from_profile()
except Exception:
logging.exception('Error reloading profiles.')
[docs]
def update_positions(self) -> None:
"""Update positions for all choosers."""
self._vpos = -100 + self.base_v_offset
for chooser in self.choosers:
chooser.set_vpos(self._vpos)
chooser.update_position()
self._vpos -= 48
[docs]
def check_all_ready(self) -> bool:
"""Return whether all choosers are marked ready."""
return all(chooser.ready for chooser in self.choosers)
[docs]
def add_chooser(self, sessionplayer: bascenev1.SessionPlayer) -> None:
"""Add a chooser to the lobby for the provided player."""
self.choosers.append(
Chooser(vpos=self._vpos, sessionplayer=sessionplayer, lobby=self)
)
self._next_add_team = (self._next_add_team + 1) % len(
self._sessionteams
)
self._vpos -= 48
[docs]
def remove_chooser(self, player: bascenev1.SessionPlayer) -> None:
"""Remove a single player's chooser; does not kick them.
This is used when a player enters the game and no longer
needs a chooser."""
found = False
chooser = None
for chooser in self.choosers:
if chooser.getplayer() is player:
found = True
# Mark it as dead since there could be more
# change-commands/etc coming in still for it;
# want to avoid duplicate player-adds/etc.
chooser.set_dead(True)
self.choosers.remove(chooser)
break
if not found:
logging.exception('remove_chooser did not find player %s.', player)
elif chooser in self.choosers:
logging.exception('chooser remains after removal for %s.', player)
self.update_positions()
[docs]
def remove_all_choosers(self) -> None:
"""Remove all choosers without kicking players.
This is called after all players check in and enter a game.
"""
self.choosers = []
self.update_positions()
[docs]
def remove_all_choosers_and_kick_players(self) -> None:
"""Remove all player choosers and kick attached players."""
# Copy the list; it can change under us otherwise.
for chooser in list(self.choosers):
if chooser.sessionplayer:
chooser.sessionplayer.remove_from_game()
self.remove_all_choosers()